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Twoflower’s Mage Gear Guide

imageOne of Worldofwar.net’s resident moderators and Mage expert, Twoflower, has written up a comprehensive guide on Mage gear pre-Ulduar.

He’s also thrown in a bunch of other useful info such as advice about obtaining the gear, reaching the hit cap and other topics. Here is the table of content for you to read up on:

  • PvP gear
  • PvP – Gems, Enchants, Glyphs
  • PvE – Gear before heroics
  • PvE – Gear after heroics
  • PvE – Gems, Enchants, Gyphs
  • Raid gear

See the full guide here.

Rare Interracial Couples and Hybrids in World of Warcraft

World of Warcraft is no stranger to interracial marriages or hybrids. There are many examples throughout Azeroth and Outland of couples from different races such as Rhonin and Vereesa at the Violet Citadel in Dalaran.  Turalyon and Alleria Windrunner who bore a child named Arator the Redeemer. Arator may be found at the Honor Hold Inn in Hellfire Peninsula. The love affair of Turalyon and Alleria was told in detail by Christie Golden in World of Warcraft: Beyond the Dark Portal (Pocket Star Books).

Admiral Proudmoore had an affair with a high elf and was father of Finnall Goldensword. Sadly, she hasn’t been added to the MMO yet. She was first introduced in the Alliance & Horde Compendium

2009 Lunar Festival Tips

The Lunar Festival can be the most tedious of the Seasonal World Events due to the traveling all around the world aspect and the countless hours spent to find all the Elders. It does have its rewards, nevertheless. Take in mind you will get reputation with the Horde or the Alliance, which translates in equal reputation for all the races of your faction. No need to spend weeks in Alterac Valley to increase your reputation with a specific race.

The best reward to completing all the achievements of the Lunar Festival comes once you complete all the seasonal world event achievements: a Violet Proto-Drake, which increases flying speed by 310%.

There are a few elusive Elders that are placed in inconvenient and misleading locations. For example, you are told to find Elder Moonstrike at Scholomance. Don’t even bother to enter the dungeon. She is found outdoors by walking upstairs to the roof of the Scholomance building. Elder Starglade is outside Zul’Gurub.  Elder Mistwalker is not inside Dire Maul, you can find him in the arena. This one in particular can be dangerous if you aren’t into PvP as you get auto-flagged. A rogue could be awaiting to gank you with a grin on his face.

Elder Meadowrun is supposed to be at the Weeping Cavern in Western Plaguelands. He is not even inside it or near it. You will find him near the main road far south of the Weeping Cavern at coordinates [65-47].

The Stratholme elder can be found at the Festival Lane. Enter through the main gate and take the route to your right. One of the Northrend dungeon Elders, Elder Ohanzee, can be deceiving. This is the only Northrend Elder that requires you to run an Heroic Gundrak. Enter throuogh the backdoor zone-in to reach the Mamm’toth prophet. The Elder Ohanzee may be found near Eck the Ferocious, who is accessible only in Heroic-mode after killing Moorabi.

You may find other Elders by visiting the Lunar Festival Guide. It tells you where to find them by coordinates. The Northrend Elders have been added. Feel free to update the Worldofwar.net Wiki.

Wrath of the Lich King: Leatherworking Recipes From Dalaran Vendor

Leatherworkers may purchase new Grand Master Recipes with two types of currency: Heavy Borean Leather or Artic Fur. These function like Emblems or Badges, except this currency comes from killing beasts throughout Northrend. The recipe prices cost either 3 Heavy Borean Leather or 2 Artic fur. The recipes have different pre-requirements ranging through Leatherworking level 400-440.

These are sold by Braeg Stoutbeard (Fur & Leather Trader) at the Mages Commerce Exchange district—coordinates [37,29]—in Dalaran. Take a look at all the 46 recipes below.

Name Cost Level Type
onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Stormhide Stompers

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

425

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Eviscerator’s Facemask

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

420

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Giantmaim Legguards

src="http://www.worldofwar.net/gallery/data/500/thumbs/artic-fur.jpg"
name=articfur> x 2

440 

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Giantmaim Bracers

src="http://www.worldofwar.net/gallery/data/500/thumbs/artic-fur.jpg"
name=articfur> x 2

440

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Eviscerator’s Shoulderpads

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

420

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Eviscerator’s Chestguard

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

420 

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Revenant’s Breastplate

src="http://www.worldofwar.net/gallery/data/500/thumbs/artic-fur.jpg"
name=articfur> x 2

440 

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Eviscerator’s Bindings

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

420

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Revenant’s Treads

src="http://www.worldofwar.net/gallery/data/500/thumbs/artic-fur.jpg"
name=articfur> x 2

440 

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Eviscerator’s Gauntlets

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

425 

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Trollwoven Spaulders

src="http://www.worldofwar.net/gallery/data/500/thumbs/artic-fur.jpg"
name=articfur> x 2

440

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Trollwoven Girdle

src="http://www.worldofwar.net/gallery/data/500/thumbs/artic-fur.jpg"
name=articfur> x 2

440

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Eviscerator’s Waistguard

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

425

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Eviscerator’s Legguards

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

425

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Earthgiving Legguards

src="http://www.worldofwar.net/gallery/data/500/thumbs/artic-fur.jpg"
name=articfur> x 2

440 

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Eviscerator’s Treads

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

425 

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Earthgiving Boots

src="http://www.worldofwar.net/gallery/data/500/thumbs/artic-fur.jpg"
name=articfur> x 2

440 

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Polar Vest

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

425 

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Overcast Headguard

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

420 

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Polar Cord

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

420

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Overcast Spaulders

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

420 

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Overcast Chestguard

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

420 

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Polar Boots

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

420 

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Overcast Bracers

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

420

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Icy Scale Chestguard

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

425 

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Icy Scale Belt

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

420 

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Overcast Handwraps

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

425 

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Icy Scale Boots

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

420 

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Overcast Belt

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

425 

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Overcast Leggings

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

425 

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Overcast Boots

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

425 

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Swiftarrow Helm

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

420 

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Swiftarrow Shoulderguards

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

420 

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Swiftarrow Hauberk

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

420 

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Swiftarrow Bracers

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

420 

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Swiftarrow Gauntlets

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

425 

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Swiftarrow Belt

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

425 

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Swiftarrow Leggings

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

425 

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Swiftarrow Boots

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

425 

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Stormhide Crown

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

420 

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Stormhide Shoulders

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

420 

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Stormhide Hauberk

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

420

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Stormhide Wristguards

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

420 

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Stormhide Grips

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

425 

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Stormhide Belt

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

425 

Leatherworking

onmouseover="this.style.cursor='pointer'"
onmouseout="this.style.cursor='default'">
border="0">

Pattern: Stormhide Legguards

src="http://www.worldofwar.net/gallery/data/500/thumbs/heavy-borean-leather.jpg"
name=heavyboreanleather> x 3

425 

Leatherworking

Wrath of the Lich King: Enchanting Recipes From Vendor NPC

Enchanters have a very special way of getting new recipes outside of the Profession Trainer that doesn’t require to knock a dungeon around senseless over and over again; as was the case with dungeons in WoW Classic and Burning Crusade.  All you need to do is disenchant any green item drop you find from farming mobs or from the quest rewards to acquire Dream Shards.

This is a form of currency for Enchanters, similar to how you use Emblems of Heroism or Emblems of Valor to purchase armor, trinkets and weapons.  In this case, Enchanters use Dream Shards to purchase new recipes from a vendor. You can find Vanessa Sellers (Shard Vendor) at the Simply Enchanting building, next to the Violet Citadel in Dalaran at the Magus Commerce Exchange district. The catch is that you need to have Enchanting 425 to purchase and train the first recipes. A good incentive to dust off and start leveling your Enchanting profession.

Below you can take a look at all the Enchanting recipes available from this vendor.

425 Formula: Enchant Weapon – Icebreaker x 10
430 Formula: Enchant Cloak – Mighty Armor x 4
430 Formula: Enchant Bracers – Greater Assault x 4
430 Formula: Enchant Cloak – Greater Speed x 4
430 Formula: Enchant Weapon – Scourgebane x 10
430 Formula: Enchant 2H Weapon – Massacre x 10
430 Formula: Enchant Weapon – Giant Slayer x 10
435 Formula: Enchant Gloves – Armsman x 4
435 Formula: Enchant Cloak – Titanweave x 4
435 Formula: Enchant Weapon – Mighty Spellpower x 10
435 Formula: Enchant Weapon – Superior Potency x 10
440 Formula: Enchant Cloak – Wisdom x 4
440 Formula: Enchant Boots – Greater Assault x 4
440 Formula: Enchant Cloak – Shadow Armor x 4
440 Formula: Enchant Chest – Powerful Stats x 4
440 Formula: Enchant Boots – Tuskarr’s Vitality x 4
440 Formula: Enchant Bracer – Superior Spellpower x 4
440 Formula: Enchant Weapon – Lifeward x 10
440 Formula: Enchant Weapon – Berserking x 10
440 Formula: Enchant Weapon – Accuracy x 10
440 Formula: Enchant Weapon – Black Magic x 10

Icecrown Daily Quests Guide Part 1

World of Warcraft: Wrath of the Lich King offers many daily quests to entertain, and as good source to increase your economy. These are optional, but daily quests allow you to pay repair costs, to buy special mounts from the Sons of Hodir and Wyrmrest Accord, or to cost your gear’s enchants and jewels.

This time we will discuss the daily quests given at the gunships in Icecrown: Orgrim’s Hammer (Horde) or The Skybreaker (Alliance).

Some daily quests are not available right away. You require to do all the quests at the gunships, but eventually you will get access to all of the daily quests. Below you may read the Icecrown Daily Quests Guide Part 1 with links to our WoW Digger.

1. Not a bug

You have to collect 4 Dark Matters and summon a Dark Messenger at Aldur’thar as a spy to the Ebon Blade faction. You have to kill voidwalker minions that can be found around [54,28]. After killing its master and the minion, click the minion and click the Rod of Siphoning and make sure not to move. Your character needs to channel the siphoning for 5 seconds before you get to auto-loot the Dark Matter.

Quest NPC: Thassarian or Koltira Deathweaver

2. Drag and Drop

You must go to the south are of the Aldur’thar Gate to kill Bitter Initiates [53,46]. They drop Orb of Illusion x 3. The goal is to throw the orb of illusion to a Dark Subjugator. However, don’t aggro them and don’t engage in combat. You may stand 20 yards away and throw it from a safe distance by targeting them and clicking the orb in your inventory bag. A gargoyle will swoop down and grab the transformed Dark Subjugator, then it will drop him to the ground like a ragtag.

3. That’s Abominable

You will be given an Abomination Reanimation Kit to kill Icy Ghoul x 15, Vicious Geists x 15 and Risen Alliance Soldiers x 15. In order to use the Abomination Reanimation Kit you need to kill an Abomination to loot a Chilled Abomination Gut. Once looted, go to the southern side of the Mord’rethar Gate [69.60]. Click the Abomination Reanimation Kit in your bag to summon an Abomination. A pet bar pops up with a few abilities. Click a distant mob so that your abomination aggros all mobs in its trajectory. Use the Flatulate button a couple of times. Before your Abomination dies, hit the Burst at the Seams button to make your Abomination explode. You will kill many mobs, but be ready to run away if some remain alive. They will automatically aggro you. You will probably need to kill three or four Abominations to loot their Chilled Abomination Gut to rinse and repeat.

4. Blood of the Chosen

Go to Ymirheim [56,54] to kill 20 Vrykul. They are a bit spread around. If you are a healer or AOE class just run around aggroing at least four or five Vrykul with constant AOE to maintain threat. Then DPS them down. That way you get to finish this up quick.

Quest NPC: Knight-Captain Drosche or Warbringer Davos Rioht

5. Make them pay (Horde), No Mercy! (Alliance)

Unless you are into PvP in a PvE server, you can ignore this one. You will become PvP flagged. The goal is to kill 15 players (of the opposite faction) within Icecrown. You will get 13 gold 23 silver plus a Honor Bonus: 200 as reward.

Quest NPC: High Captain Justin Bartlett or Sky-Reaver Korm Blackscar

6. The Solution Solution  (Alliance), Volatility (Horde)

Your mission is to go south of the Mord’rethar Gate, at the Broken Front, to search on the ground for various items to create a dummy: Abandoned Helm x 3, Abandoned Armor x 3 and Pile of Bones x 3. Once you have gathered the items, go to a safe area and click the Volatile Oil item found in your bag. A dummy will spawn and a Frostbrood Skytalon (Frostwyrm) will swoop down to grab the dummy. It will explode in the sky.

Quest NPC: Chief Engineer Boltwrench or Chief Engineer Copperclaw

7. Retest Now (Alliance), Retest Now (Horde)

Go to Aldur’thar at [48,33]. Click the Diluted Cult Tonic in your bag before engaging in combat. It will give you a 30 minutes buff. After that start killing any mobs in the specified location. Loot 10 Tainted Essences. Once you got 10, click them in your bag to combine them into a Writhing Mass. Click the item near any of the three cauldrons at the specified location to complete the quest.

There is a random chance to get a special buff bonus after throwing the Writhing Mass into a cauldron: Agony of the Fallen Cultist (Spell Power increased by 60). Lasts 2 hours.

Quest NPC: Chief Engineer Boltwrench or Chief Engineer Copperclaw

8. No Rest for the Wicked [5]

You may need three or five people to do this quest. Go to Aldur’thar and enter inside the building – the door at coordinates [51,32].  Once within, at your right is a large table and many Cult Researchers. They are in groups of three. Although they have low health, their spells hit pretty hard for 3,000 shadow damage. Shadow buff or aura will help greatly. Kill them and look out for big chests. One on each end of the south end of the table is Alumeth’s Heart. The north end of the table has the Alumeth’s Scepter. Not far from the Scepter chest, to the north is the Alumeth’s Robes chest.  The last chest, Alumeth’s Skull, may be found on the west side (center) of the room.

Once all of them are gathered, click any of the items to combine them into Alumeth’s Remains. Go to the big crystal on the center north of the room and click Alumeth’s Remains to awaken him. DPS him down as fast as you can. He will be spamming mind control on a random player. If your healer is mind controlled too often, you might wipe if the DPS isn’t efficient.

Quest NPC: Thassarian or Koltira Deathweaver

9. Capture More Dispatches, Keeping the Alliance Blind

Horde: Use the SGM-3 item to destroy 6 Skybreaker Recon Fighters (if you are Horde). They fly all around the Valley of Fallen Heroes, west of the Aldur’thar Gate. Go to the northwest ledge of Ymirheim at coordinates [48,36]. Type /macro to open the macro window. Type the following:

/target skybreaker
/cast sgm-3

Drag the macro icon into your spellbar to use the keybind [1].  Spam the 1 button while on the ledge. You will shoot the SGM-3 at any nearby Skybreaker automatically and be done within a minute. Easy cake.

Alliance: Use the macro:

/target Orgrim’s Hammer Scout
/cast dart gun

Bring the 6 dispatches to High Captain Justin Bartlett.

Quest NPC:  High Captain Justin Bartlett or Sky-Reaver Korm Blackscar

10. Slaves to Saronite (Alliance), Slaves to Saronite (Horde)

Very straightforward. Go to the mine cave at Ymirheim located at coordinates [56,56] and free 10 Slaves. Some will be friendly, and some will attack you randomly. Beware the elite boss on the left side of the cave. There are also many val’kyrie casters flying inside the cave. Simply target a slave, and click their dialogue option to free them.

More Daily Quests will be added in Part 2 of this guide.

World of Warcraft: Burning Crusade Patch 2.4 PTR - Magister’s Terrace

If you are doing a Magister’s Terrace run for first time, I recommend you to take all the quests from Shattered Sun NPCs before heading to the dungeon. There is a quest titled Magister’s Terrace which asks you to find an NPC named Tyrith. You will find him at the Halls of Theory. More of this later in this article.

The Magister’s Terrace is a 5-players dungeon located northeast of Quel’Danas Isle. You may find the zone-in heading east of the Shattered Sun Offensive boat following the coast. You will find a road going uphill to a big palace atop. That is the Magister’s Terrace.

OBSERVATION GROUNDS (Upper level)

After zone-in you will find both interior and outdoor portions inside the dungeon. You enter into the Observation Grounds—a bridge designed as an elevated garden with orange trees, and tall elven statues. There are four pulls in this area. A group by the gate, two individual groups at the center, and a group at the end. Your first target should be the healer, sheep, trap or sap the warlock—depending on your group line-up. A very important thing to look after in this dungeon is a strange cloud field that shows up most of the times you pull a mob group.

The first group is by the gate. A Sunblade Mage Guard at each side of the gate.

There is a patrol, which means you should pull the guards to the zone-in area to avoid aggro. The patrol has random spawn.  You will either face a Sunblade Physician and a Sunblade Magister; or a Blood Knight and a Warlock. Either patrol line-up you get, kill the healers first: Blood Knight or Physician.

At the center of the bridge are two separate groups of four mobs each. You can engage one group without aggroing the other, however be careful … they aren’t too far away. They do not have fear abilities which is good. Each of these groups contain the following line-up:

  • Sunblade Magister
  • Sunblade Blood Knight
  • Sunblade Warlock with imp
  • Sunblade Mage Guard

The second group has a replacement for the Warlock. It is a Physician. These mobs can be crowd controlled. The Sunblade Magister is immune to mind control, however.

The last group at the end of the Upper Observation Grounds is composed of four mobs. Two of them on each side of the gate. A Sunblade Warlock and Blood Knight on the right and a Sunblade Magister and Physician on the left. The best way to deal with your enemy is learning about their abilities and spells; and their potential damage and tricks up their sleeves. Below is a list of spells and abilities you should be aware of.


Bosses Map

Locations Map

SUNBLADE MAGE GUARD – Melee attacks do around 777-1258 physical damage.

  • Dampening Field: It is an instant cast within 60 yards and creates a field of anti-magic around the target enemy. Enemies in this field take 75% less damage from spells and receive 75% less healing. As soon as you see this spell deployed move away. Your healers will have a hard time keeping people alive. It looks like a arcane cloud which makes an annoying and constant sound. It will debuff you. Easy to spot.
  • Glaive Throw: Instant cast. Deals 2828 to 3172 damage to target enemy, stunning them for 2 sec. This effect will jump to 2 other nearby targets.


SUNBLADE PHYSICIAN

  • Inject Poison: Casting time 1 sec. Inject Poison dealing damage over time.
  • Prayer of Mending: Costs 200 Mana, 40 yard range, Instant cast. 10 seconds cooldown. Places a spell on the target that heals them for 2828 to 3172 the next time they take damage. When the heal occurs, Prayer of Mending jumps to a raid member within 20 yards. Jumps up to 5 times and lasts 30 sec after each jump. This spell can only be placed on one target at a time.

SUNBLADE MAGISTER

  • Spell Haste: Casting speed increased by 40%. It can be dispelled (Magic). Note: Can stack 4 times. Make sure to dispell it, or keep him crowd-controlled.
  • Enchantment of Spell Haste: Upon casting a spell, increases cast speed by 10%. Note: This seems to be an aura, can’t be dispelled.
  • Frostbolt: Hits you for aproximately 1778-2035 frost damage.

SUNBLADE BLOOD KNIGHT

  • Judgement of Wrath: Melee range. Instant.
  • Seal of Wrath: 5 sec cooldown. Instant cast.
  • Holy Light: Calls upon Holy magic to heal an ally. Costs 150 mana and 2 sec cast. 40 yard range.

SUNBLADE WARLOCK

  • Incinerate: Deals 1388-1612 Fire damage to enemies. Costs 150 mana, 1.5 sec cast, 30 yard range.
  • Fel Armor: Surrounds the caster with fel energy, increasing the amount of health generated through spells and effects by 30% and increasing spell damage by up to 250. Only one type of Armor spell can be active on te Warlock at any time. Lasts 30 minutes. Instant cast, costs 725 mana. Rank 2.
  • Immolate: Burns an enemy, then inflicts additional Fire damage every 3 sec. for 21 sec. Costs 95 mana, 2 sec cast, 30 yard range.

Next: The Assembly Chamber >>

MAGISTER’S TERRACE VIDEO


magisters-terrace-scenaris.wmv

World of Warcraft: Burning Crusade - Tempest Keep: The Eye - Void Reaver

The Void Reaver is the first boss in Tempest Keep: The Eye, the dungeon of Kael’Thas Sunstrider.  Divide your raid in 5 groups.  Ask your teams to stick together so that its team healer is able to keep everyone up.  All ranged DPS and healers must be on top of the golden ring.

Ranged DPS and Healers: Void Reaver launches non-stop an arcane ball toward random players in all directions.  When the arcane balls impact the ground they do around 6,000 damage AOE expanding 20 yards in all directions.  Players shouldn’t go outwards away from the circle’s golden ring to run from the arcane balls.  This results in delays and thus lack of DPS or heals.  Run either to the right or to the left walking along the permeter of the golden circle.  Healers must concentrate their healing on melee only.  And your own team.  You can close all other unnecessary team health bars to widen your viewing range onscreen.  Keep melee up at all times, and this event is easy cake.

Everyone else should either heal themselves (healers) or use bandages.

This boss fight is mostly a survival event, but still a DPS race.  Your team must kill Void Reaver before 10 minutes, at which point he goes into enrage-mode one-shotting the tank and everyone else.  This means if your raid team doesn’t get Void Reaver under 50% within 5 minutes, you should recalll the raid team to run back to the doorway to reset the event to not waste time.

The raid leader and some of the players should have the addon.  This addon will automatically alert players who is marked by Void Reaver.  Basically, the addon uses the the tag symbols to mark whoever is about to get a arcane ball a skull symbol over their head.  Your raid team must be educated to watch either a skull symbol or a text message above people’s head.  You can program what text can be displayed above you in a chat bubble, such as: ORB INCOMING!

When a player gets tagged, the player and everyone near him must run either left or right at least 20 yards.  Healers should try not to get beyond the golden ring to heal.  It’s preferable to move around the golden ring until you are able to reach your healing target.

Melee: Void Reaver will often knock a melee player back, clearing his threat meter and shifting to another melee target.  Knockback has a 30 second cooldown, and will knock back the player with most threat.  If you have a paladin, keep a Blessing of Salvation on Rogues, Retribution/Prot Paladins and Fury Warriors, to concentrate the major threat on the main tank.  Nevertheless, Void Reaver will still change targets.  Just hope he won’t stay on too long on other melee targets.  Get a threat meter addon to stay low profile.

Keep Void Reaver at the center of the circle at all times so that healers do not get out of range messages.  This means if you are knocked back, you must make sure to pull him back to the center.  Everyone who gets aggro after the main tank is knocked back must take care of centering him until the main tank gets aggro again.

World of Warcraft: Burning Crusade - Shadow Labyrinth Heroic mode

It is very important to have two healers in your group if you go to Shadow Labyrinth (Heroic-mode). Trash Mobs hit ridiculously hard, and a second healer would be needed to keep the tank alive.

The whole Shadow Labyrinth (Heroic-mode) is a nightmare. But there are a few helpful tips. If you have the trinkets that reduce threat such as the one that drops from Vorpil, or the Timelapse trinket obtained at the Keepers of Time (Exalted), or the Sporeggar Quartermaster’s Cloak (at honored)—it might help during the Overseer (Felguard) encounters. Stand near the Felguard at all times. He doesn’t cleave so you can just stand next to him. Make sure you get feared. It cancels any threat to you. If you use will of the forsaken prepare to die … it is an auto-threat tag on your head.

The Hellmaw room has four Ritualists instead of three in Heroic-mode. The priest has to be alert to dispell any fire debuffs on the tank and the team. Crowd Control takes care of the rest. Fairly easy pulls.

HELLMAW
There is nothing special about Hellmaw in Heroic mode, except maybe extra damage. He died pretty fast with no issues.

When reaching the Inciter’s Room, this is really a nasty part in Heroic-mode. The Shadow Priest NPCs simply melt faces. Try to kill the first pull of mobs. Once killed, the priest now has enough room to attempt a strategy.

The only solution we found after a lot of trial and error, was me removing cloths—if you have enough bag slots—and keeping the team at the other room away from sight. The Priest has to solo this part. Try to position yourself where you won’t get aggro, and mind control the Shadow Priest. The mobs will kill it. Run to a safe spot and die. The Second healer (if secondary Priest, Shaman or Paladin) should resurrect you. Do the same for every shadow priest in the room. However, remember the more you die the longer the countdown timer is to be able to resurrect.

Once all Shadow Priests in the room are dead, your team can resume safely. Again, this is only in Heroic-mode. Shadow Priests really melt faces and cause the tank to die faster. The Hunter has to keep laying traps often. Make sure you communicate with your team. Mages, Warlocks and Priest need to stand behind the Hunter. Any aggro will get trapped.

Once trapped, the Hunter has to move at least 40 yards away from the trapped mob, allowing him time to set a second trap across the room. The Casters need to adapt and move again behind the Hunter’s new position. This way you can effectively crowd control without losing a caster or healer. Takes time to adapt to cooperate with each other, but you have to chase your hunter around to protect yourself with his traps.

BLACKHEART THE INCITER
The Inciter doesn’t have anything special in Heroic-mode, except he does over 8,000 damage on cloth. Keep aggro low and stay at max range. A priest should run toward the stairs, shield self, and renew self when it is evident his mind control ability will be soon. This way, since the priest is afar, not much damage will be caused to self by other players.

GRANDMASTER VORPIL
With Vorpil, the story is very different … you can no longer Zerg Vorpil and burn him with DPS. His armor seems to be lower because he loses health pretty quick. But more voidwalkers spawn in Heroic-mode and faster. So keep killing those voidwalkers and don’t let him get healed.. Besides the Voidwalker’s number increase, there is nothing special to this event in Heroic-mode.

MURMUR
During Murmur, a second healer is needed to assist with heals during the Deep Breath.

Murmur (lvl 72 Elite) has new abilities in Heroic-mode that need to be studied and synchronized among the group members before attempting him, to avoid wasting time. To engage Murmur, positioning is critical to win the event. Players need to spread inside the black ring where Murmur stands.

Spread using the clock-positioning. The priest should be in front of Murmur at 6 o’clock. The Tank has to position himself at 4:30 o’clock.  Another player at 3 o’clock, 9 o’clock and 12 o’clock. You will first wish to take this positioning outside the ring before engaging Murmur. Once everyone is ready, tell the team to move into the ring and to keep their positions.

1. DEEP BREATH
Do not move away from the inner ring for any reason. When Murmur starts to channel “Deep Breath” stand where you are. Do not move. In Heroic-mode you have to withstand the Deep Breath. In normal-mode, players are used to run away from it heading to the outer ring to avoid the explosion. However, in Heroic-mode, if you run outside the ring, Murmur will start nuking everyone with Sonic Boom. The Deep Breath will cause 90% damage of your total health. And the after-effect debuff will do 307 damage per sec for 5 seconds, thereafter. To counter this, ask your priest to synch with the Deep Breath. There are seven visible inward-waves before he relesaes Deep Breath.  Count one, two, three, four … start casting Prayer of Healing … five, six, seven … Deep Breath goes off … and your Prayer of Healing goes off a second after, effectively healing everyone out of harm.  If the Priest starts Prayer of Healing after Deep Breath goes off, the cloth players will die with the after-effect debuff. The Second Healer: Shaman, Priest, or Druid, needs to synch healing when seeing Deep Breath reaching its # 5th inward-wave.  Remember Deep Breath goes off at the seventh. The Priest will keep everyone alive long enough with Prayer of Healing, but the Second Healer has to toss a big heal on the Tank. It is the tank who gets more damage than anyone since he was reduced to 10% of his total health and Murmur is meleeing him. If your tank dies, it is the second healer’s fault.

2. MURMUR’S TOUCH
Murmur’s Touch is the debuff that makes a single-target the bomb. In normal-mode, the debuff has a 12 seconds countdown. Players run toward the tent on the right side so the explosion doesn’t hit anyone else and will cushion the victim since the tent’s ceiling won’t let him levitate 30 feet above the ground causing around 300 damage on the fall. However, in Heroic-mode, Murmur’s Touch has a different behaviour. This is why the team is spread in a clock-positioning. When a single target is debuffed with Murmur’s touch, the other four players are drawn magnetically toward the debuffed player. In short, expect to be telekinetically pulled toward the bomb. The debuff now has 5 seconds countdown, but he magnetically pulls everyone toward the player with the debuff, which means players have only 3 seconds to run away from the debuffed player. In short, as soon as you land, run away to your original position or you die. The debuffed player has to remain immobile on his position and simply wait for the explosion. This can be tricky if the Priest or the Tank become debuffed. If the Priest is debuffed with Murmur’s Touch, the tank has to move from 4:30 o’clock to 3 o’clock to avoid damage from the explosion. Then the Tank should return back to 4:30 o’clock. If the tank is debuffed however, the priest has to run to 9’oclock, and return to 6’oclock, back to the original position—while the player at 3 o’clock needs to move to 12 o’clock, away from the Tank.

TIPS
If you master these two new changes in Murmur heroic-mode, you will most likely win. There were no elixirs or flasks drank at the moment of killing Murmur as the elixirs and potions were wasted in previous attempts. The only exception was applying Wizard’s oil on the priest weapon and Super Mana Potion. Potions of course will be useful, so come ready. The dungeon resets in 12 hours, and there are no respawns, except for the three Overseers located at Hellmaw’s room, and the three patrols located prior to Vorpil. You can skip the two patrols in Hellmaw’s room easily. Watch the third patrol walking in and out of the tunnel to the Inciter’s room. You can bypass him easily.

Priests should drink a Super Mana potion after losing 4,000 mana when starting the Murmur event. That way, you can drink a second Super Mana Potion within next 2 minutes. The same applies to other casters. That way you can drink two during the event.

Warriors should Shield Wall when Murmur is around 20% health. Tell your team you will have a macro set to announce Shield Wall before you engage Murmur. Type /macro and set an icon and a name for your macro. Then type

/p SHIELD WALL ON

You can open your abilities book, and right-click the Shield Wall ability so that it gets added to the macro textbox. That way when you hit the macro button, you active Shield Wall and send an alert to your team. Shield Wall will cause the Warrior to not get damage during 20 seconds, which means all casters, including the healers will have a grace period of mana regeneration. Do not set the shadowfiend pet loose during Shield Wall. You can set it loose after Shield Wall is over.

Shamans need to pop Bloodlust when the Warrior announces Shield Wall—which happens when Murmur reaches 20% health.

TEAM SETUP
An ideal team setup for Shadow Labyrinth Heroic-mode would be:

Warrior, Priest, Shaman/Druid (Resto), Hunter, Mage. (Sheep, Trap, Blind shot, Frost Nova, Fear, Innervate)

Warrior, Priest, Priest, Mage, Mage (You have two sheeps, two frost nova, a mind control and a fear).

Druid (Tank), Priest, Hunter, Rogue, Shaman/Druid (Resto).

For as long as you have two very good healers and two crowd control players you can beat Heroic mode. However, it will take longer than normal. Be ready to spend many hours here. When I completed my quest: Trial of the Naaru: Strength, it was a PUG. That quest ask you to get the trident from Kalitresh in Steamvaults (Heroic) and Murmur’s Essence from Shadow Labyrinth (Heroic) it is one out of three quests that lead to getting attuned for Kael’Thas Dungeon Key.

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